Concluding The Second Arc of The Leeching Wastes

After five sessions, which feels like both more and less time than I expected, we’ve wrapped up the second arc of my The Leeching Wastes campaign. The first arc involved fleeing from a home that was directly in the path of a horrible monster in hope of finding a new, safer place to call home and the second arc has been all about settling into this new home while dealing with some of the consequences of people’s actions as that integration occurred. In the last session, one of the player characters was brought under the influence of the monster sealed within the heart of the tree that made up the center of The Grove and given the command to free it. The party failed to stop her despite the emotional price they were paying in their attempts, but the unnamed goddess (connected to her by a bargain said goddess made with the player character’s former lover who had sacrificed herself to save the player character) had one last trick up her sleeve that she’d been holding off since it could easily kill that player character. In order to save everyone, the player character risked her life and ultimately survived, but only just barely. The session ended with the remaining members of the party–two NPC allies in tow–settling down to rest while they waited for their tied-up friend to regain consciousness so they could figure out what the hell had just happened. It was a very draining session that lasted less than an hour and a half and quite a place to pick back up from this week as we went through the arc’s denouement and moved forward in time.

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Want To Be A Better GM Or Player? Play Widely.

One of the best pieces of advice to give someone who wants to improve their writing skills is to read widely. The idea is that you will be exposed to more and more writing in a wider variety of forms, including those outside of whatever genres you might choose to focus on, all of which is useful to you as a writer because it will give you more tools to use in your own creative work. After all, the various writing tricks authors use, their various stylistic quirks and so on, aren’t limited to a genre. If you see something cool and interesting in a science fiction story, you can figure out how to incorporate it into a fantasy story. Or if you find a particularly interesting way of phrasing an idea in a piece of nonfiction, you can find ways to do similar things in your own fictional works. The more you’re exposed to, the more you’ve learned and can incorporate consciously and unconsciously. Which is also true of running tabletop games (and storytelling as a whole, but you can pretty much extend any of this advice into any type of storytelling with enough abstract thinking, so I’m going to stay focused). The more games you play or run, the better you are. This is fairly self-evident to most people since that tends to fall under the “experience makes you better at things” bit of wisdom. I’d suggest taking it a step further, though, and suggest that you play a wide variety of games rather than just sticking to the ones your prefer.

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A Situation So Bad It’s Good In The Leeching Wastes

My now-Wednesday group, currently playing The Leeching Wastes, has now met four times in a row! What a record! This time, what was supposed to be a short ritual turned into a whole-session activity that was incredibly emotionally fraught. The cliff-hanger from last time, an abysmal saving throw result, wound up snowballing first into a bit of confusion about the reason the party was there at all, grew further into a bit of inter-party misdirection, and then finally landed as a combat encounter that I didn’t expect to go as poorly as it did. I mean, I know I say this a lot, but I really don’t expect quite so many unlikely things to happen in the tabletop games I’m running despite apparently being a magnet for this kind of improbability. Nothing useful for winning the lottery or having a fortunate life. No. I just attract incredibly unlikely but still possible outcomes but only in tabletop games I’m running. I’m going to avoid speculating about how that’s reflected in my life (I already talk to my therapist about that more than enough), but it really was staggering how a part of the session I expected would take half an hour wound up taking the full hour and forty-five minutes we played (we got another later start since I was finishing up dinner and we were still chitchatting for the first half an hour). I was absolutely mechanically prepared for things to go horribly wrong since a game like this needs stakes for the victories to mean as much as they do, but I was not emotionally prepared. I was not mentally prepared. I had to pause quite a few times to figure out how to proceed or, at the very least, where to find my notes about how to proceed since we have once again taken something I expected to come up later and dropped it onto third level characters.

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My Bittersweet Return to Dungeons & Dragons

As I sat down to run what I was ninety-five percent certain was going to be the Session 0 of a Dungeons and Dragons campaign, I had to take a few minutes to put aside the misgivings and constant internal debate about whether or not I was making the right choice. I had spent most of the day already, and a lot of idle time in the weeks leading up to said day, trying to figure out how I felt about returning to a hobby I had so firmly turned my back on just over a year prior. It was a difficult time, back then, as the company that owned my most-played tabletop game tried to destroy the hobby in order to make a little more money, and it wasn’t a decision I’d made lightly. I’d been running some form of D&D game ostensibly weekly (up to four times a week, during the first year and a half of the pandemic), except for a year off after I moved away from my college town to the city in which I still live, since the summer of 2010. There were other gaps in there, but no more than a few months at most. My entire tabletop history had been built around the game and I still felt compelled to turn away, to withhold my money from the company that seemed to be actively trying to drive it into the dirt. I was the sort of person who bought every book as they came out, who owned physical copies and digital copies online, through DNDBeyond, who ran tons of games and could not only run a game reference free, but quickly homebrew up something custom for my players that almost always hit my desired balance of “overpowered but in a way that’s fun for everyone.” And I still cut all ties.

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